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This PR adds a feature to merc2 to update vertices. This will be needed to efficient do effects like blerc/ripple/texture scroll. It's enabled for blerc in jak 1 and jak 2, but with a few disclaimers: - currently we still use the mips2c blerc implementation, which is slow and has some "jittering" because of integer precision. When porting to PC, there was an additional synchronization problem because blerc overwrites the merc data as its being read by the renderers. I _think_ this wasn't an issue on PS2 because the blerc dma is higher priority than the VIF1 DMA, but I'm not certain. Either way, I had to add a mutex for this on PC to avoid very slight flickering/gaps. This isn't ideal for performance, but still beats generic by a significant amount in every place I tested. If you see merc taking 2ms to draw, it is likely because it is stuck waiting on blerc to finish. This will go away once blerc itself is ported to C++. - in jak 1, we end up using generic in some cases where we could use merc. In particular maia in village3 hut. This will be fixed later once we can use merc in more places. I don't want to mess with the merc/generic selection logic when we're hopefully going to get rid of it soon. - There is no support for ripple or texture scroll. These use generic on jak 1, and remain broken on jak 2. - Like with `emerc`, jak 1 has a toggle to go back to the old behavior `*blerc-hack*`. - In most cases, toggling this causes no visual differences. One exception is Gol's teeth. I believe this is caused by texture coordinate rounding issues, where generic has an additional float -> int -> float compared to PC merc. It is very hard to notice so I'm not going to worry about it. |
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.. | ||
assets | ||
common | ||
graphics | ||
kernel | ||
mips2c | ||
overlord | ||
sce | ||
sound | ||
system | ||
tools | ||
CMakeLists.txt | ||
discord.cpp | ||
discord.h | ||
main.cpp | ||
runtime.cpp | ||
runtime.h |